/Engine/Source/Runtime/Engine/Public/SceneManagement.h
Struct to hold the temporal LOD state within a view state
struct FTemporalLODState
float
TemporalLODLag
If non-zero, then we are doing temporal LOD smoothing, this is the time interval.
float[2]
TemporalLODTime
The last two time samples collected for stateless temporal LOD transitions
FVector[2]
TemporalLODViewOrigin
The last two camera origin samples collected for stateless temporal LOD transitions